• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #72: Crises & The Contingency

Hello everyone and welcome to another Stellaris development diary. We are now officially back from our break in communication and will be resuming weekly dev diaries and streams as usual. Today's dev diary is going to be about crises, and how we're changing them in the future, particularly in regards to the AI crisis. Before I dive into it, I also want to mention that we are still working to address the issues caused by 1.6 and get another bugfixing patch out, the process has just been somewhat complicated by the Bradbury multiplayer beta. See this post for details and discussion of Bradbury/1.6.2 and keep this thread focused on the topic at hand.

Crisis Improvements & AI
Some time back, when I was asked about issues with the crises and the AI crisis in particular, I said that I did not want to put a great deal of resources into improving the end-game when those resources could be put into the mid-game instead, and that these improvements and fixes would come when we felt the mid-game were in a good enough place to justify them. I now feel that we are in that place, and as such we are going to make a major push to improve, balance and rework the endgame crises for future updates.

Probably the most significant change to the non-AI crises is the addition of a Crisis Strength setting in game setup, replacing the old setting to turn endgame crises on or off. It also replaces the scaling to galaxy size and habitable worlds, and has a default setting for each of the galaxy sizes. This setting allows you to control the strength of crises, all the way down from 0.25x of their base power to a massive and likely unstoppable 5x power boost to their fleets. As before, you can also turn off crises entirely.
2017_06_01_2.png


Additionally, we've also spent a considerable amount of time improving the crisis AI, both in terms of how the crises themselves behave and how regular AI empires react to them. Crises should now expand in a more logical fashion and be better at defending and fortifying the space they have taken over. AI empires, in turn, should be far better at understanding when they are under mortal threat and react to a rapidly spreading crisis by banding together against it and coordinating their fleets to fight it.
2017_06_01_3.png


The Contingency
The old AI rebellion crisis suffers from a number of issues, mostly stemming from the fact that it's so different from the other crises. While the Extradimensionals and Scourge are large invasions that have to be fought with fleets, the AI rebellion is supposed to be primarily an internal crisis, with the dangers stemming from infiltration and subversion rather than outright warfare. The problem with this is twofold: The game mechanics do not support it, and it is inherently unsatisfying. Whereas huge fleets roaming around scourging the galaxy of life is an easily understood threat that can be fought by empires coming together and pooling their resources against the invaders, the AI crisis mostly ends up as a series of frustrating events affecting empires in isolation, or 'Spaceport Destruction Simulator' as it's been called.

In addition to the gameplay problems, there is also the narrative problems: Why exactly do rebelling synths pose a galaxy-wide threat? If sapient machines are so powerful, why are ascended synthetic empires not on the power level of an endgame crisis? Even if we were to simply boost the AI crisis by giving it massive fleets, this really doesn't make much sense that a handful of rebelling synths from a handful of regular empires were able to amass such fleet assets in the first place. It's for this reason that we decided to go back to the drawing board and remake the AI crisis in the mold of the other two endgame crises, while retaining as much as possible of the 'synth infiltration' flavor from the old crisis. Enter the Contingency.
2017_06_01_1.png


Without wishing to spoil too much, The Contingency is an ancient AI whose purpose appears to be to sterilize the galaxy of all higher biological life and control or destroy all other Synthetic life forms. At the start of the game, it is dormant, broadcasting a weak signal across the galaxy that affects Synthetics in unpredictable ways. The chance of the Contingency waking up is directly tied to the prevalence of Synthetic life in the galaxy, and should it wake, it will attempt to use its signal to control Synthetics and force them to aid it in its implacable task of galactic sterilization. Unlike the previous AI crisis, the Contingency has formidable fleet assets with which to carry out this task and has to be fought both in space and at home, as it makes use of subversion and infiltration to soften up its targets before the sterilization units arrive.
2017_06_01_4.png


Just as with the Extradimensionals and Scourge, there is additional events and hidden lore to be discovered regarding the Contingency, and synthetic empires will have special interactions and challenges related to it. The Contingency completely replaces the old AI uprising crisis, but we are currently looking at also implementing a new AI uprising, not as a galactic scale crisis but as a midgame event localized to one or a few empires. But more on that later!
 

Belaaron

Sergeant
23 Badges
Sep 13, 2016
97
56
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • BATTLETECH
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Shadowrun: Hong Kong
So, if it exists at the start of the game, could we destroy it before the crisis begins?
I'm willing to bet that it's like the Precursor home systems from their respective event chains...the system of their origin doesn't spawn until the crisis triggers. Or...if it does exist, taking action against it triggers the full-strength crisis, so that you can't take it out early.
 

Rhinorion

Recruit
16 Badges
Jun 1, 2017
6
0
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
Multiple crises are an interesting idea, but not necessary for the "always unbidden" problem. All that's really needed is changes to their spawn chance, and/or the availability of Jump Drives to the normal empires. Knocking down their spawn probability slightly, and making Jump Drives available only through killing the Horror or researching FE tech, and making it more expensive...should reduce the frequency of Unbidden showing up.

Though I find it strange that people complain about the Unbidden. For me, it's always the Prethoryn. I haven't once been able to get the Unbidden to show up. And I actively avoid the AI rebellion, because AIs are awesome and they deserve to be people.

As for the space combat issues of corvette spam...really the entire space combat system has to be scrapped and redone. It's just not good. The changes needed to make it anything but a slugging match, would change so much of the current mechanics that it's best to just drop it all and start from scratch. One main problem is that the functionality of armor and shields is entirely backwards. Another worthwhile change would be to reduce hull points precipitously, and reduce chance to hit slightly. Make ships rely entirely on their Armor, Shields, and PD for survival. If something punches through all that, even the biggest ships are only going to survive a few hits at most. That makes ships simultaneously tougher...and more fragile. There'll be a touch more strategic thinking to fleet composition (with reworked components and such), and a bit of a gamble about which successful hit will be the one to end your very very much more expensive ships.

There's more, but I can already feel the haterage burning in everyone who is about to read this in the future, so I'll leave it at that.

I whole-heartedly agree with you regarding combat. Particularly on the amount of hits a ship can absorb. When I see a giant blue laser (Tachyon Lance) hit an enemy ship it should basically cut it in half, not deal a minuscule amount of damage. Shields and armor should help of course, but 2-3 hits max. As of now everyone either deploys the Corvette strategy due to low maintenance cost, or a full battleship fleet due to their complete superiority over all other ship types. A complete ship revamp could fix this, but last time they did one they removed the OPness of corvettes and gave it to battleships. Meanwhile, lasers and missiles are awful weapons. Furthermore, kinetic artillery is severely overpowered. So much for a rock-paper-scissors scenario when 2/3 of the options are inferior 9/10 times.

In addition, military stations need a huge revamp. They got one recently but it isn't enough. And what about planetary defense? Why can't I build massive orbital defense platforms to defend my planets?

A single Corvette should not be able to bombard a well-developed and defended planet.
 
Last edited:

Me_

Myself
82 Badges
Jan 14, 2011
9.555
12.063
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
I'm willing to bet that it's like the Precursor home systems from their respective event chains...the system of their origin doesn't spawn until the crisis triggers. Or...if it does exist, taking action against it triggers the full-strength crisis, so that you can't take it out early.
I wish they would have a unique system with an artificial star that only gets turned on by the Contingency reawakening. That would be a mild explanation for why it suddenly appears out of nowhere.
 

Runieman

Recruit
67 Badges
May 15, 2017
8
0
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Victoria 2
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • War of the Roses
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV: No Step Back
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis 4: Emperor
  • Stellaris: Galaxy Edition
Can the devs add the ability when ascending to synths to change the look of the synthetics eg. make them white or blue or something as well as change all their ships to the AI ships. the AI world would be cool to eg. have -100% habitability but have 50% increase to science and energy or something like that. could add as a synthetic specific tech. that would complete my dreams of creating a galaxy of machines. :D
 

Sound Of Trance

Druidic Lightning Elephant
Community Ambassador
56 Badges
Oct 23, 2013
1.778
236
  • Europa Universalis IV
  • Magicka: Wizard Wars Founder Wizard
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Battle for Bosporus
@Mann42 and @Lexo You two are getting out of hand. If you'd like to argue with each other, do it via PM.
 

Zhuljin

Second Lieutenant
30 Badges
May 11, 2016
100
80
  • Sword of the Stars
  • Sword of the Stars II
  • Magicka
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Empire of Sin
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • War of the Roses
  • Stellaris: Synthetic Dawn
The mid-game is still empty and boring. Defensive pacts & federations cause the galaxy to stagnate. They AI needs to do better, especially at countering snowballing humans.

Honestly, is MP that important that you're willing to disrupt the game being fixed?

Corvette spam (and the fact that higher tech is less efficient than lower tech) needs to be fixed yesterday, and the Sector AI needs to be improved to the point it can be trusted to do literally anything.

That should take priority over pointless MP changes that a small fraction of the userbase cares about.

Indeed mid game fixed?
here is a good id for mid game espionage and building trade routes or let factions give u mini quests
i think federations should be able to build building and space constructs that belong to the entire federation
combat is still stale let fleets have commands like stay at long range or target these ships first and naked corvette spam is retarted
i like stellaris very much and utopia is a great step forward and i cant wait for doomsday expansion
but please focus on the base game first
 

Sapa Inca

Lt. General
33 Badges
Jan 21, 2017
1.672
1.624
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Can the devs add the ability when ascending to synths to change the look of the synthetics eg. make them white or blue or something as well as change all their ships to the AI ships. :D
Give the player the look of Contingency's ships is a bad idea imo because the crisis fleet needs to be unique and immediately distinguishable, part of the charm of the crisis are also their very unique visuals.
 
Last edited:

Tavior

Field Marshal
65 Badges
May 25, 2012
3.157
319
  • 500k Club
  • Tyranny - Bastards Wound
  • Majesty 2 Collection
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rights of Man
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Hearts of Iron IV Sign-up
You just noticed? Was the rebellion so rare that most people haven't gotten it? I'd think most players would have gotten it once through purposeful trigger (for the achievement).

Most of my late-game proper full-blown crisis ending up being unbidden and nothing else.

Which is a problem because once enough people get psi/jump drives they just lock out the other crisis.

That said I did have the infiltration phase of one crisis trigger like once. It got so weak that I as a tall "non-GoTG" empire on the opposite could use gate stations to wipe it through 3/4 empire borders.

Wasn't very impressed with AI crisis. That said I may go back try to trigger it if their ships were like that.
 

Rhinorion

Recruit
16 Badges
Jun 1, 2017
6
0
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
Most of my late-game proper full-blown crisis ending up being unbidden and nothing else.

Which is a problem because once enough people get psi/jump drives they just lock out the other crisis.

That said I did have the infiltration phase of one crisis trigger like once. It got so weak that I as a tall "non-GoTG" empire on the opposite could use gate stations to wipe it through 3/4 empire borders.

Wasn't very impressed with AI crisis. That said I may go back try to trigger it if their ships were like that.


AI crisis wasn't always this rare; before the unbidden trigger was broken getting them wasn't nearly as difficult. It didn't have to just be the crisis for those ships though. Any AI primary species empire has that ship type. For example, the Limbo anomaly. If you wait until you have synthetics to do the research project you can recreate them as a new empire called "Awoken" with the AI ship type station orbiting their planet. Of course, the empire is seriously bugged and does nothing, so in any other instance I would recommend implementing them into your own empire.

Also, I agree. Once you get past the initial shock of 20 consecutive "Enemy troops landing" the crisis was fairly easy to handle and quite bland.
 

Tim_Ward

General
26 Badges
Sep 7, 2015
2.382
6.501
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
The%20Core%20Contingency.jpg
 

Untrustedlife

Major
47 Badges
Jun 9, 2016
574
376
  • Victoria 2: Heart of Darkness
  • Stellaris: Synthetic Dawn
  • Warlock 2: Wrath of the Nagas
  • Warlock 2: The Exiled
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Majesty 2 Collection
  • Crusader Kings II
  • Dungeonland
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Prison Architect
  • Age of Wonders III
  • Age of Wonders
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Crusader Kings III: Royal Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Warlock: Master of the Arcane
  • Victoria 2
  • Stellaris: Distant Stars
  • Imperator: Rome
  • Impire
You should first carefully read dev posts and only then start your fanboy defensive reaction.
Devs clearly stated that DUE TO MP TESTING they can't quickly code and test 1.6.2 patch, therefore even that MP is being handled by different team their QA department is fully busy with MP patch.

The person I was quoting was not talking about bugfixes, they were talking about sector AI changes, and a reworking of how fleet battles work. Not bugs. Read the perosn im quoting before your reactionary angry reaction.
 

Hype

Major
54 Badges
Apr 21, 2017
536
0
  • Cities: Skylines Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris
  • Cities: Skylines - After Dark
  • Crusader Kings II
  • Europa Universalis IV: Res Publica
  • Magicka
  • Lead and Gold
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Shadowrun: Dragonfall
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Surviving Mars
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
You know what would be devious? An event chain that can go in two ways - very good and very bad. Some force would grow over time and it could either benefit you or harm you, only you wouldn't know until it would be strong enough to potentially be a threat. A player would not necessarily snuff it out if they knew that with a 50% chance they are snuffing out a great benefit for their empire.

Like an AI rebellion, you can help it along instead of suppressing it and the new AI empire becomes an ally when the revolt triggers. Except now there is no more AI rebellion.
 

Craynak_Zero

Recruit
26 Badges
Jun 3, 2017
2
0
  • Stellaris: Apocalypse
  • Stellaris: Necroids
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Hearts of Iron III
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Knights of Pen and Paper 2
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
I surprised just how little people actually thought of the lore component behind this new AI crisis! (The players, not you awesome developers) So here's my shot, and warning it's a doozy... Keep in mind that multiverse theory could REALLY apply hard to this game as well.

It starts in the ancient past, before the existence of the current galaxies that we all play on. A signal is heard. Faint, weak, and emanating from a peculiar place: a black hole. It's investigated, but things go too far. The investigators change, until their home star is transformed into a black hole. The galaxy panics, as the investigators begin to tear them asunder. Even combined, the old guard can not find a way to combat their shared enemy. Scientist Enclaves are created as think-tanks and archives, in case the united powers failed. Someone makes the Cybrex, maybe to eliminate the threat; maybe the threat made the Cybrex. It is unclear.

Meanwhile, the First League falls to the investigators, leaving their Enigmatic Fortress and Automated Dreadnoughts on auto-pilot. The Irassian Concordant was eliminated by a simple plague. But of course, we can't forget the other Leviathans, now can we..... Obviously, the Investigators made the Stellarie Devourer to create more black holes and tomb worlds. It should also be obvious that they tried to bring another worm into the universe, but somehow failed.

Eventually, the Investigators won, but their victory was also their downfall; the Worm had nothing left to feast on except for it's own minions. And thus, the Worm went into hibernation becoming the Worm-in-Waiting. Unbeknownst to the Worm however, not all of the old guard was consumed. They finished a special, secret project: The Infinity Machine! This machine had two functions; transport survivors to a new universe and learn to combat the Worm-in-Waiting. It made the determination to make a new home, in one of the black holes created (sounds crazy, but their is a chance in our playthroughs of seeing this happen!).

Fast forward a little bit, new Enclaves are made, old threats reemerge (such as D.H. or Devourer), maybe we find more Enigmatic Fortress and Automated Dreadnoughts maybe we don't. By the time our collective games start, this is all extremely distant past. However, one HUGE threat will always remain. For what once was, might be again. Thank you for reading.

And yes, I went into theorycrafting/wild storytelling mode for this. However, I would be more surprised if at least part of this wasn't true!

Edit: Didn't put enough in here about the Cybrex or the Contingency. =/
For this scenario, the Cybrex eventually began to grow beyond their original programming and evolve their own set of ideals. They could have done so after following the Infinity Machine in the new galaxy, making the ending of their precursor event chain make more sense (spoiler, they felt guilt!). If this is true, then the Contingency must have been built with the sole purpose of continuing the work of the original Cybrex!
 
Last edited: